Rampant Hazards

Glooping horrors of an industrialized paradise.

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Rampant Hazards

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Born of rampant nanotech, toxic sludge, or just plain weirdness, no one is sure what creates Rampant Hazards, their very nature makes studying them nearly impossible, devouring all sensory devices applied to them, returning odd, even contradictory information from scanning by electromagnetic means. These slimy beings are united by their appearance and basic functions as slime monsters, slithering about to absorb things they can swallow into their semi-liquid beings. Their strange nature, and unique capabilities set them apart from other creatures and entities.

Grey Goo

Grey Goo is the thing that terrifies the corpos more than almost anything else, and a great deal of effort has gone into making sure out of control nanotech systems cannot easily become infinitely self replicating swarms. That said, it DOES still happen, in the same way that cancers are an inevitable part of biological life's ability to self replicate and regenerate. And like most cancers, Grey Goo rarely gets beyond a few corrupted nanites before it is broken down by various nanobot defensive systems. Occasionally however, it does build up, and begins to slowly grow over time, forced to constantly fight for every bit of matter it converts into more grey goo until it reaches a critical mass. While corpos will do everything they can to mitigate the payouts for bounties on nearly anything else, it is a rare megacity spire that refuses to pay bounties on these relatively uncommon and weak, but still dangerous, rampant hazards when proof of disposal is offered.

Medium rampant hazard

Armor Class 8

Hit Points 22 (3d8 + 9)

Speed 10 ft., climb 10 ft.

STR 12 (+1)

DEX 6 (-2)

CON 16 (+3)

INT 1 (-5)

WIS 6 (-2)

CHA 2 (-4)

Skills Stealth +2

Damage Resistances Acid, Cold, Fire

Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8

Challenge 1/2 (100 XP)

Proficiency Bonus +2

Amorphous. The goo can move through a space as narrow as 1 inch wide without squeezing.

Corrode Metal. Any nontechnical weapon made of metal that hits the goo corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nontechnical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The goo can eat through 2-inch-thick, nontechnical metal in 1 round.

False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

ACTIONS

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nontechnical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Biohazardous Goo

By far the most common creature created from cloning and birthing facilities that create the vast majority of mutants, when the slury of genetic and biochemical runoff combines into a self propelled, ameboid mass that will split when subjected to too much damage improperly delivered.

Large rampant hazard

Armor Class 7

Hit Points 85 (10d10 + 30)

Speed 20 ft., climb 20 ft.

STR 16 (+3)

DEX 5 (-3)

CON 16 (+3)

INT 1 (-5)

WIS 6 (-2)

CHA 1 (-5)

Damage Immunities Acid, Cold, Lightning, Slashing

Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8

Challenge 4 (1,100 XP)

Proficiency Bonus +2

Amorphous. The goo can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches the goo or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nontechnical weapon made of metal or wood that hits the goo corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

Nontechnical ammunition made of metal or wood that hits the goo is destroyed after dealing damage.

The goo can eat through 2-inch-thick, nontechnical wood or metal in 1 round.

Spider Climb. The goo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nontechnical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

REACTIONS

Split. When a goo that is Medium or larger is subjected to lightning or slashing damage, it splits into two new goo's if it has at least 10 hit points. Each new goo has hit points equal to half the original goo's, rounded down. New goo's are one size smaller than the original goo.

Goo Cube

Originally developed as a deployable maintenance tunnel cleaning system in the early days of megacity and datacenter construction, these forms of semi-biological entity cleaning systems were quickly abandoned when it was found that they were nearly impossible to corral from points of egress into inhabited areas, nor could they be made to ignore human beings or robotic servitors. They remain a fairly common hazard in the more abandoned parts of older megacity spires, and have migrated across almost all of the subterranean network by now.

Large rampant hazard

Armor Class 6

Hit Points 84 (8d10 + 40)

Speed 15 ft.

STR 14 (+2)

DEX 3 (-4)

CON 20 (+5)

INT 1 (-5)

WIS 6 (-2)

CHA 1 (-5)

Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8

Challenge 2 (450 XP)

Proficiency Bonus +2

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

ACTIONS

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

Hit: 10 (3d6) acid damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Toxic Jelly

A variant of the biohazardous goo, that is not only vastly ravenous, but also incredibly toxic. They appear more commonly from polluted areas in megacities than from ancient forced biodiversity facilities.

Large rampant hazard

Armor Class 8

Hit Points 45 (6d10 + 12)

Speed 10 ft., climb 10 ft.

STR 15 (+2)

DEX 6 (-2)

CON 14 (+2)

INT 2 (-4)

WIS 6 (-2)

CHA 1 (-5)

Damage Resistances Acid

Damage Immunities Lightning, Slashing

Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8

Challenge 2 (450 XP)

Proficiency Bonus +2

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

REACTIONS

Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

Sneaky Slime

A rampant hazard more common to the coastal regions of the Cardinal Holdings Gulf and the sea lanes of the Duty Free Ports. They are nearly invisible when immersed in water, and leap out of it in order to wrap about prey, attempting to drown them and drain them of vital nutrients to feed itself.

Medium rampant hazard

Armor Class 14

Hit Points 32 (5d8 + 10)

Speed 30 ft., climb 30 ft., swim 30 ft.

STR 16 (+3)

DEX 19 (+4)

CON 15 (+2)

INT 10 (+0)

WIS 14 (+2)

CHA 11 (+0)

Skills Stealth +8

Damage Vulnerabilities Cold, Fire

Condition Immunities Blinded, Deafened, Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious

Senses Blindsight 120 ft., Passive Perception 12

Challenge 3 (700 XP)

Proficiency Bonus +2

Ambusher. In the first round of a combat, the Sneaky Slime has advantage on attack rolls against any creature it surprised.

Damage Transfer. While grappling a creature, the Sneaky Slime takes only half the damage dealt to it, and the creature it is grappling takes the other half.

False Appearance. While the Sneaky Slime remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.

Keen Tracker. The Sneaky Slime has advantage on Wisdom checks to track prey.

Liquid Form. The Sneaky Slime can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The Sneaky Slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Watery Stealth. While underwater, the Sneaky Slime has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.

ACTIONS

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 8 (1d10 + 3) bludgeoning damage.

Life Leech. One Large or smaller creature that the Sneaky Slime can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) entropic damage at the start of each of its turns. The Sneaky Slime can grapple only one target at a time.